Re: EE Editor Problems/Bugs thread
[Re: Abraxas*]
#580901
31/03/16 06:26 PM
31/03/16 06:26 PM
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Joined: Aug 2014
Posts: 1,143
Baardvark
old hand
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old hand
Joined: Aug 2014
Posts: 1,143
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3. I've created a new module with dependencies on Main and Shared (and datapacks Main and Shared) to mod the main campaign. But the possibilities to make changes seem to be quite limited: I can't save changes on existing characters and objects of the main campaign due to missing developer rights. So attaching new char scripts, for example, is not possible. I don't know another way to do that; maybe adding new scripts to my Mod via Ressource Manager, catching the script ID and adding an entry to the lsb/lsx files in Mods\Main\Globals\[Level]\Characters\ ? And adding an entry to the characters.lsb file in Data\Public\Shared\RootTemplates\ when I want to add scripts to all characters with a certain template?
Adding and saving new characters and objects is possible.
Currently I have no idea how to take full advantage from the Editor at modding the main campaign.
Well that's lame developer right's still throttles modding of main, but I think the method of manually editing lsbs is a workaround, if tedious. I've added treasure tables to existing characters that way, so scripts should work. Not entirely sure if modifying the root template will apply the script to all instances of the template ingame though. Also not sure if those changes will still apply in .pak form instead of replacing them in the game folder, but I think they should.
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Re: EE Editor Problems/Bugs thread
[Re: SniperHF]
#580909
31/03/16 08:07 PM
31/03/16 08:07 PM
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Joined: Dec 2013
Posts: 245
Aenra
enthusiast
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enthusiast
Joined: Dec 2013
Posts: 245
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Do we have a (semi)official explanation regarding said 'developer rights'? What's the point? I mean, in previous games, ok, they had a publisher, a DRM in place, i can see why that could potentially be an issue, what with outsourcing, third party tools, standing contracts, et al..
But why here? And for crying out loud, why on utterly NON-sensical things such as changing a character? Or objects come to that?
Pride, honour and purity
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Re: EE Editor Problems/Bugs thread
[Re: SniperHF]
#580963
01/04/16 08:34 AM
01/04/16 08:34 AM
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Joined: Jun 2013
Posts: 655
Cromcrom
addict
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addict
Joined: Jun 2013
Posts: 655
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If you are adressing me, I am not denying anybody anything. If people want to waste hours figuring basic stuff, like I (and others, 40 mods on steam workshop is a proof of failure imho) did with the first editor, good on them. Just warning that the first release was a huge TIME WASTING mess, and it seems this release is heading the very same way, considering the bug/issues reports. And yes, the very same editor the dev used to make the game, we know. However, modders and general public are not the devs, right ?
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Re: EE Editor Problems/Bugs thread
[Re: SniperHF]
#580965
01/04/16 10:39 AM
01/04/16 10:39 AM
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Joined: Sep 2015
Posts: 442
Abraxas*
addict
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addict
Joined: Sep 2015
Posts: 442
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The only serious problem I have with the Editor is that it's not the editor devs used but, currently, a limited version (as already reported). Although the crashes aren't an indication for much testing/polishing I (and, I guess, most of the modders who are determined) can work with them as long as they don't corrupt or delete data or working progresses (yet they are reported for Exit, loading Main module (what I had once today), changing module, terrain creation (under certain, but common, circumstances) or, what is a bit more serious, for trying to delete a ressource copied (not really, s. above) from Main to my module).
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Re: EE Editor Problems/Bugs thread
[Re: Abraxas*]
#581395
14/04/16 09:12 AM
14/04/16 09:12 AM
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Joined: Sep 2014
Posts: 55
Cadmus88
journeyman
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journeyman
Joined: Sep 2014
Posts: 55
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Attaching scripts to RootTemplates works as well! It's a bit different from adding treasure tables, I think. A short description of what I did:
1) Created char script in my mod module with dependencies on Main and Shared; added it via Ressource Manager to my module. 2) Took the script ID and added an entry to the animals.lsb file (RootTemplates). 3) Copied the file into Data/Public/MyMod/RootTemplates/
Loaded my module in the editor and all rats - in that case - had the new script added.
But would be fine if it was easier. The other method for custom roots could be: 1. Find the root in the Create and View templates tool 2. Right click on it and select Create new from selected 3. https://monosnap.com/file/UYzYOe5AXB1Xye3S4jnlvm0astRGVj--Select your mod in drop down --Insert the name for file your want to store it in (Name.lsb) --Click Add --Select that lsb in the drop down --Enter the name for your root (next time you just select lsb, don't need to create it) The created root will be the full copy of the root from Shared, but you will be able to attach any scripts and change any parametres you want. Still requires manual work, as you need to replace roots of your instances. This can be done in sidebar. https://monosnap.com/file/YhkFkqcI8f2A78FKc2JVVg1FmycnSjYou select your new created root in the list and this replace most parametrs to your root params
Last edited by Cadmus88; 14/04/16 09:17 AM.
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Re: EE Editor Problems/Bugs thread
[Re: Cadmus88]
#581414
14/04/16 06:19 PM
14/04/16 06:19 PM
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Joined: Aug 2014
Posts: 1,143
Baardvark
old hand
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old hand
Joined: Aug 2014
Posts: 1,143
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Attaching scripts to RootTemplates works as well! It's a bit different from adding treasure tables, I think. A short description of what I did:
1) Created char script in my mod module with dependencies on Main and Shared; added it via Ressource Manager to my module. 2) Took the script ID and added an entry to the animals.lsb file (RootTemplates). 3) Copied the file into Data/Public/MyMod/RootTemplates/
Loaded my module in the editor and all rats - in that case - had the new script added.
But would be fine if it was easier. The other method for custom roots could be: 1. Find the root in the Create and View templates tool 2. Right click on it and select Create new from selected 3. https://monosnap.com/file/UYzYOe5AXB1Xye3S4jnlvm0astRGVj--Select your mod in drop down --Insert the name for file your want to store it in (Name.lsb) --Click Add --Select that lsb in the drop down --Enter the name for your root (next time you just select lsb, don't need to create it) The created root will be the full copy of the root from Shared, but you will be able to attach any scripts and change any parametres you want. Still requires manual work, as you need to replace roots of your instances. This can be done in sidebar. https://monosnap.com/file/YhkFkqcI8f2A78FKc2JVVg1FmycnSjYou select your new created root in the list and this replace most parametrs to your root params I tried to use that lsb maker thing in the root templates but didn't have too much luck. Will have to try again. That said, I wouldn't want to have to replace the root template of every instance of a common character or object with a slightly modified root template when editing the file directly would be a lot faster. And for root templates that there's only 1 or 2 instances of (e.g., bosses), it'd just be easier to edit the actual instance of the character/object with right click and copy to mod. A "Copy to Mod" function for root templates that would let you edit the actual existing root template would be very useful. The fact that this seems to be able to be done outside the editor but not in it is weird. Another issue I find rather annoying: reload stats doesn't appear to do anything. Maybe it has a specific use, but it seems to me like it should just reload the text files and update all item and character stats if they've been modified. Is there a specific way to use this tool or an order or something? Maybe this has been fixed in the patch today? I seem to be updating the EE editor and original editor. Edit: nevermind, probably just steam stuff.
Last edited by Baardvark; 14/04/16 07:04 PM.
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